I don't know of a library of open-source shaders like that, but I'm sure some exist. I think TheNut had some suggestions in one of the other threads? But in any case, shaders tend not to be all that portable from one engine to another, for some reason. The algorithms are portable, but the shader code itself isn't, due to many differing details of how the shaders are hooked up to the engine and how the renderer works. And most of the algorithms we used for Infamous and Infamous 2 were pretty standard, e.g. Blinn-Phong shading, SSAO, etc. Actually, a good deal of the complexity came just from supporting many minor features to make life easier for our artists. For example, on almost any of our shaders you can turn on an optional color shift that alters the colors in the texture - for instance, you could turn a red brick wall into a green one or something. The artists use that to add variation to the textures without actually adding more textures (which would take up more memory, which is very precious on a console). They'd have one brick texture and use the color shift to make different colored walls, instead of having 5 different brick textures in various colors. Many shaders also supported things like skinned characters, UV scrolling, texture atlases, having multiple texture layers blended together, emissive textures, etc. There were some special ones like subsurface scattering for skin and anisotropic shading for hair. All of our shaders have to work in Maya as well as in the engine, so in many cases there was some code specifically for Maya in there. There were shaders for applying postprocessing effects like fog, DoF, bloom and color correction (using fairly standard algorithms). And there were a bunch of shaders for basic operations like resizing an image, clearing a render target or doing a Gaussian blur (you have to implement such things yourself on a console; they're not built into the API, since it's so low-level). It adds up to a lot, but the majority of it isn't rocket science.